Ragnarok Online 2 : Mount


Ragnarok Online 2 offers a selection of mounts to choose from.
From familiar Peco Pecos to mounts only available in Ragnarok Online 2, mounts are the ultimate companion for the weary adventurer.
You can gain your first mount , the beloved Peco Peco, upon level 15 by purchasing it from the Mount NPC in Prontera.


Ragnarok Online 2 : Life Jobs

So far there is 4 different Life Jobs. You can have a Life Job with your main Job and switch instant between the two. Blacksmith, Artisan, Cook and Alchemist











Ragnarok Online 2 Card System Guide


Introduction

Personal experience of card system. Results from google are a bit outdated because it shows the old card system. For example, OLD SYSTEM: combining 3 normal poring card will give you 1 silver poring card. NEW SYSTEM: The card system has been revamped into combining 5 different cards to get 1 random card of higher rank.

What is cards?

Cards give status boost to a character when equipped. Higher rank cards will give more boost.

How to use cards?

Drag the card into your character window (shortcut key:C) More cards slots are unlocked as you level up.


Where to obtain cards?

Kill monsters and pray hard they drop one. Higher ranks can only be obtained through synthesize. Cards obtainable can be checked in the card album.

Card Ranks. Need to be confirmed

There are 3 ranks in accordance to the color of the card frame. Green (Normal), Blue (Silver), Yellow (Gold), Source: RO2 website. Higher ranks card are obtainable through combining 5 cards of the same rank. However, my first result of combination was not silver rank. Rather it is Normal+. I am speculating that more combinations are required to reach silver...Any kind soul to confirm this?


How to combine cards?(only tested twice and need more confirmation. However, simple steps are provided)

1.Talk to card npc and buy 1 card refine stone from npc. Prepare 5 cards(must be 5 different cards). Talk to npc and select "combine" option. Place 5 cards and stone inside (I don't know what is the extra slot for but I am guessing cash items to boost the success). Press combine and pray hard it is successful as it has 50% of success rate only.


Results from combining cards (Need confirmation as well)

5 different cards combined together to produce a higher ranking card. For example, 5 different normal card = 1 normal+. Apparently, the card obtained is one of cards(higher rank) of the original 5 cards you used. The level of the cards seems to be the average level of all cards used. Different input will affect its result though I don't have enough data on that yet.

How to replace cards?

Just drag a new card over the card you want to replace.
Warning: Old card will be destroyed



Ragnarok Online 2 : Warrior Killer and Tanker Builds Guide


Good day everybody!
Today I will tell you about warrior build, warrior has high attack and moderate high defend. There are a lot of great warrior build. There are two build that I think very fun to play with, The first I'll call it Killer Build (Very High Damage) and the second one is Tanker Build (High Damage and High Defend). I got no interest on hybrid build since focusing on one stat is better on getting more buff bonus than hope for other job to give buff to improve you second stat. Warrior works great when party with healer.

Killer Warrior Build

Very great for leveling and fast when killing monster. Good at dungeon. Don't try to be a tanker, let knight or monk do their job

Stats:
3 STR + 1 AGI/1 VIT
Full STR

Pros:
Very high attack
Easy leveling from first level
Good critical and dodge if you take AGI and Good Health Point if you take VIT

Cons:
Need to party with healer to optimize your gameplay
Low Health Point (HP) if you take AGI

Killer Warrior Skill Build


Posted Image

Tanker Warrior Build

Very great for dungeon. Pretty slow when leveling. If you want a tanker that give pretty high damage that able to give effect to bosses HP this build is for you.

Stats:
1 STR + 3 VIT
Full VIT

Pros:
A lot of Health Point
Easy to get party for dungeon, and you are the boss tanker or at least help guardian or monk when they got problem

Cons:
Need to enhance equipment start from Wolf Cave
Need a lot of concentration on managing bosses

Tanker Warrior Skill Build

Posted Image

Skill Rotation

First knock down with Battle Leaf (If failed use Pommel Attack) > Bowling Bash > Bash until got 50 Anger > Rage Strike > Pommel Attack (If has not been used) > If your opponent got pretty low Health Point spam with Brandish Spear or repeat to first rotation.

Common knowledge

- If you take AGI you can't hope you'll dodge smoothly with bosses at dongeon since bosses there have high accuracy.

- Each VIT only give you more HP and no defend increased. VIT usually used for survival and if you think you'll need it don't over do it except you want to be a tanker, I think 18 or 24 points are enough.

- Even if you don't have high VIT or AGI Warrior have pretty high defend, and able to tank for few second if your party tanker got screwed.

- Status upgrade improve each 6 point, I recommend you to improve your point in increments of 6.

- If you like to do dungeon, don't forget to upgrade your equipment.

Ragnarok Online 2 Rogue Guide

Okay lets get straight to the point. If you are poor or not willing to spend, or those type of player that "count dead grass", dont bother playing Rogue and choose something else like Assassin / Ranger / Priest. The reason being Rogue is a pretty costly job to play. Well, your performance depends on your willingness to spend alot.

Stat point :-

Str - Increase damage
Agi - Increase hit rate, critical rate and dodge rate
Int - Useless
Wis - Increase max SP and mana potion healing but useless too
Vit - Increase max HP and potion healing rate

My stat build is 50 str 26 agi. Reason being to maximise damage output. You can get your critical rate from Unstable Doping and when the crit buff procs your damage will be what you would like to see as a rogue Some people suggested Vit build since they give u better survivability ( as Rogue is super squishy) and also for the potion healing 0.1% per Vit, but they still die in dungeon anyway... So I was thinking, why bother? Just maximise your damage and do your job.

You can try 40 str 40 agi, or 35 str 30 agi 30 vit. Both are good builds. By putting more points in Agi and Vit it increases your survivability from the dodge rate and additional hp, but lowering your damage. Well for assassins, some people may argue that 50str and 40str 40agi build gives almost same damage output but you get additional dodge rate. If you think so, you may go for it. But for me I think max Str gives rogue a huge different, especially when you get the crit rate buff from Unstable Doping. Poisoning weapon also based on your damage.

Here's a stat calculator : http://www.roguard.n...hp?m=stats_calc

Since the skill descriptions for Rogue is missing in the skill simulator, I will include the description of every skill just for the convenience of players.

Skill build :-
http://www.ro2skills...0dArbeBdsrbeCbn

You get additional 6 points by following my build, so you can do anything you like with it such as maxing Poison / buff / invi / smoke bomb / dirty plan (if you think you need it)

I will reveal where I placed my 6 points and why at the end of this.

Thief :

Double Attack, Deadly Blow and Combo Training - Your bread and butter, just max it as soon as possible.

Hiding - Level 1 is enough for the double damage proc unless you go for some sort of versatile PVP build (well, next patch is PVP arena)

Dark Illusion - Not compulsory, you can choose not to learn if you go for full dungeon PVE. I personally think this skill is very useful for leveling up in early stage, this is the skill that I learn on level 2. This skill will always crit, and combined with Hiding skill double damage proc, you are dealing 4x damage in a hit (Unless you miss). It makes killing in a second in 3 click - Tab->Hide->Dark Illusion. Also very good skill to grinding in later game because it transport your character up to 20m. But have to be careful, you might lure alot of mobs if use in aggro mobs area, or end up in a place you dont want to be.(My brother went Izlud dungeon and tab wrongly, jumped down the hill and lured bunch of mobs) Works perfectly well in white mobs. Just leave it at level 1 is good enough.

Meteor Assault - Useless, dont even bother learning... Rogue are 1 on 1.

Dagger Throwing - Level 1 is enough, this skill do not generate combo point. But its good for you to lure a monster to walk to you especially in aggro mob area where Dark Illusion is not suitable. Combo with Hiding as a initiator skill for double damage. In PVP quite useful to finish off someone trying to run away too.

Genocide Mark - I am a solo player, so I just put 1 point in it... 2% is not much anyway, you can put points into better damage. I just get this buff from some other people who max it. But if you learn level 1, you might run into situations like "OMG noob rogue no learn buff". Well, its not a bad skill overall. Level 1 or Level 5, up to your own preference.

Cross Impact - I dont get whats the purpose of existence of this skill... everything is the same as Double Attack, except this one has a 8 sec cooldown and Double Attack has a 1 sec cooldown. Level 1 is enough.

Poison Weapon - For me I leave it at level 1, reason being with 1 skill point it grants you 10% poison damage but 5 skill point only for 15%. Probability and duration is the same. You can put the skill points into better skills. Level 1 or Level 5, up to your own preference.

Rogue :

Combo Mastery - Your core skill, max this as soon as possible. It gives you a buff for 10sec that for the next skill you use that requires Combo Points, act as 5 Combo Points is used without using your original supplied combo points, and the buff is gone after you use. You can do massive DPS if you are alert on your buff/debuff. I always use Moonlight/Deadly/Gangster whenever I see that buff on me.

Duel Stab - Level 1 is enough, main purpose of this skill is to generate 2 combo points (or 3 with Combo Training proc) Not worth putting more points as it has 10 sec cooldown but lower damage than Double Attack.

Rolling Cutter - Same as Meteor Assault, totally a useless skill... It doesnt even generate combo points like Assassin's AOE.

Smoke Bomb - Saves your life sometimes, but rarely. Invi is revealed if you got hit by AOE. Works good on PVP thou. Putting more points in this skill only reduces the cooldown, so one point is enough if you really plan on learning this.

Dirty Planning - Level 2 to combo with Mark of Death, which gives a total of 1 minute Mark of Death every 3 minutes by using this skill immediately after you cast Mark of Death. Both skill will have their cooldown ready at the same time. Usable in solo leveling / PVP with Gangster Paradise or Moonlight Dance too. Level 5 has faster cooldown on this skill, but you will have about 30-40 sec wasted if you try the above combo (Unless you plan to use this before your MoD cooldown is ready)

Gangster Paradise - Your only defensive skill. Strongly suggest you to max it, gives you fast cooldown to heal yourself. I rarely use potions after I acquired this skill... in PVP situation this is a good skill too. Up to 60% of your HP will be regen... If you think you dont need regen as often, leave it around level 3 or 4. P.S. - to use this skill, dont always use it at last minute when you are at last hit...you will just die. After you use this skill it takes 2 sec for the first regen to proc and then subsequently. Use this as early as possible in the fight in PVP as you gonna take damage in the later of the fight. If you use this too late, you might either wont be able to cast it or just die from the damage > regen.

Crescent Moon - Pure pvp skill. Level 1 is enough. Saves you from normal mobs sometimes. You only need 1 combo point to use this skill, the damage of this skill is the same as one of your normal hit, regardless of the combo points and skill point you put into it. Maxing this skill only reduces the cooldown from 60sec to 20sec.

Moonlight Dance - Your core skill. Max this, it's like the old Sonic Blow from RO1. You should use this skill on cooldown whenever its ready anyway.

Unstable Doping - Also your core skill, and the most unique skill in the whole game. Definitely must max it. How should I put this... Let me explain this in 2 part. On first part, the skill give you a chance to trigger a buff which either gives you 20% crit rate addition or 20% damage addition for 30sec, and then you receive a debuff that wont allow you to trigger the other buff for 30 sec. Part 2 is whenever you use a potion, you get a buff called Adrenaline Rush. It converts 10% of the HP recovered by using the potion into your damage, and it stacks up to 30% of your max damage. The stacked buff will last up for 3 minutes. To use this skill appropriately for crazy additional damage, simply use a few high rank potion to stack up to max damage, and then use a Health Potion lvl 1 every 3 minutes to maintain the max damage. However if you missed one and let the 3 minutes buff run out, you have to restack your damage... One of the reason why Rogue is an expensive job, other than being squishy and you need good equips.

DPS cycle :-


Solo grinding
Hiding>Dark Illusion>Duel Stab>(if not yet 5 combo points)Double Attack>Moonlight Dance/Deadly Blow

Boss killing
Duel Stab>Double Attack till 5 combo points>Moonlight Dance/Deadly Blow
Use Duel Stab and Moonlight Dance on cooldown. Use Deadly Blow and Moonlight Dance when you got 5 combo points / Combo Mastery buff. Other skills are situational.

How to use Mark of Death + Dirty Planning.
Level 5 Mark of Death and Level 2 Dirty Planning both has 120 sec and 180 sec cooldown. First you cast Mark of Death, and cast Dirty Planning right after that. When your first Mark of Death effect runs out, cast your second Mark of Death. When your second Mark of Death duration runs out, your Mark of Death will have a remaining cooldown of 90 sec while Dirty Planning has a remaining cooldown of 120 sec. 90 seconds later you can cast your Mark of Death for the third time, and meanwhile your Dirty Planning has 30 sec cooldown remaining. At the time when your Mark of Death duration runs out for the third time, you can recast Dirty Planning and use Mark of Death for the fourth time. You can now have Mark of Death for 2 minutes on a 3 minute 30 seconds fight. A normal boss will normally die after the fourth Mark of Death runs out but before your 5th Mark of Death is ready unless you are doing a dungeon/raid with less than 5/10 people.

Additional points :-

For stat points, any additional point goes into Vit.

For skill points, I personally put 1 point meteor assault, 1 point smoke bomb, 4 points on poison weapon since I love playing PVP and max dps. You can either max out the buff or poisoning weapon depending on your own prefence whether you want to be more party friendly or dps. Max out hiding is good too.
My own skill build (Versatile build - both PVP and PVE able) http://www.ro2skills...0dBrbeBqFrbeCbn

For pure dungeon, here is my build.
http://www.ro2skills...0dnrfeBqrrbeCbn
Give up 1 point of Gangster Paradise and Dark Illusion (since you dont really use this in dungeon and it requires a set up) and place all the 8 points into poison weapon and buff. You dont really need that much Gangster Paradise in dungeon, and most likely you only use Gangster Paradise in dungeon for emergency case.

May be switching from versatile build to pure dungeon skill build if I ever decided to go on a dungeon grindfest

Cards and Runes :-

There are a wide variety of cards to be used.I am still not very good with cards knowledge, but anything that gives STR,AGI and VIT is always good. End game cards are

Scratch Raider Card / Normal + - +6 str +6 agi +6 int +6 wis +17 vit /+8 str +8 agi +8 int +8 wis +21 vit
Garbong Card / Normal + - +9 str +9 agi +6 int +3 wis +9 vit / +11 str +11 agi +8 int +4 wis +12 vit

Well, to overcome the squishy problem of a rogue, scratch raider is your saviour and well recommended. For me I personally will go for Garbong Card as I am planning to get good equipments on my character. There is also a chance of obtaining a rare BLUE card which gives very good stats from synthesizing the card or very rare drops. Both cards are dropped from mobs in Road of Blessing.

as for runes, probably nothing much. Just use +5 str / +5 agi / +5 vit.

Tips on which stat/skill to add first :-

For stat, get str first at start... until later level then put a few agi. about 2 str 1 agi for me. then later on only decide what you what to focus... because agi dont do much at early point of game, str is doing so much more at lvl 1-20.

For skills, I recommend get lvl 1 Dark Illusion, and then max out Deadly Blow, then only Combo Training and Double Attack. And then 1 point on buff, Dagger Throwing and Poison Weapon. Keep the rest of the points until job change at level 25. At level 25, you should have 8 skill points with you. After you changed job, put 1 point each in Combo Mastery, Duel Stab, Moonlight Dance, Unstable Doping, Gangster Paradise, Dirty Planning and Crescent Moon. With your 1 remaining point, put in on Combo Mastery. After that, max out in sequence. Combo Mastery > Gangster Paradise lvl 3 > Moonlight Dance > Unstable Doping > Gangster Paradise lvl 5 > Mark of Death lvl 5 > Dirty Planning lvl 2 > utilise your remaining skill point in whatever you want. This is because Double Attack got 1 sec cooldown and not much you can benefit from combo points at early stage, and Deadly Blow is a 0sec cooldown skill. So u kill monster much more faster with spamming Deadly Blow. Mark of Death is probably useless till later stage of the game, so just leave it till later. Gangster Paradise helps you with leveling alot and Combo Mastery is such sorta sick skill. Getting them early enable you to level up fast enough. Well I guess others are self explanatory.

In the end, everything is still up to your own preference. I hope this guide helps you to become a rogue, as I see rogue is pretty mainstream in SEA unlike Korea.

Ragnarok Online 2 Knight Guide


Hello Everyone!

It has been 3 days since beta test for RO2 announced. Everyone's having fun and trying to level up his or her character to lvl 30 to get those permanent headgear! :3. Definitely there's some of you choose to become swordman and decide to take the noble Knight's road! But do you know what's Knight? How do we play? perhaps not! In order to help those guys in need, I made this guide~

KNIGHT


WHAT IS KNIGHT?

The identified "Main Tank" of RO2,Knights fight in close combat and are heavily suited in strong armor.Once ordained as an honorable Knight they become members of the Knights of Prontera where they can learn powerful skills."For justice and Honor!" is the cry Knights use for discipline as they try to become a good role model for others.A Knights superior strength in foundations and leadership is a tremendous asset to the Kingdom of Prontera.

Oh oh, so basically , Knight is a tank! so what STATS should I go for????
Well in my opinion, your should add your stat according to this:
40 str
40 vit
8 agi

OR

40 STR
30 VIT
Rest are agi (since basically 10 vit will only grants you 60 more hp.)

STR - increase your Phy. attack and your parry rates
VIT - Increase your HP
AGI - Increase your dodge rates and critical rates.

so now I know what stats should I go for, how bout SKILLS?! I don't want to screw up and end up buying scroll skill reset? D:

This is my supposedly-in-future build:
http://www.ro2skills...qnrFdBqoeCebbs1

This is my in-plan build:
http://www.ro2skills...dnrFdBqoeDeblf1

Swordman Skill

Bash 5/5
max this skill since it is your everyday skill!

Head Assault 5/5 or 1/5
Max or leave this at lvl 1. your choice!

Provoke 1 /5
aggroing monster. leave it at lv 1

Battle Orders 5/5
need to say more? 10% str baby! max it!

Aura Strike 5/5
Definitely max this. This will be one of your main attack.

Wide Provoke 1/5
just leave it at lv 1. Not as effective as your pots! XD

Armor Aura 5/5
this is a MUST have skill for Knight. 300% agrro, 20% more hp. need to say more? MAX this!

Sword Aura 1/5
lalala~ baka~ leave it at lv 1. lol

Magnum Break 0/5
don't bother spending your precious point here~

Battle Manual 0/5
same as above~

Knight Skill

Aura Mastery 2/3 or 3/3
go for 3/3 if you have extra skill points

Concentration 0/3
a BIG NO-NO. you're a tank, there's no point increasing damage taken. *sigh*

Aura Heal 0/3 or 3/3
max this if you want to heal yourself. Though, I recommend to leave this as 0/3 since even with full epic equipment, it only heals you up to 300 hp.

Shield Charge 1/5

Shield Boomberang 1/5
Just to agro/kite monster. leave this at level 1.

Aura Shield 5/5
Max this. reduce 20% damage taken for 10seconds. will definitely come handy when party dungeon / raiding!

Shield Boomberang Mastery 1/5

Grand Cross 3/3
your one and only AOE skill! max this! XD

Shield Cannon 5/5
the most powerful skill you'll ever have. MAX IT!

Shield Bash 1/5
just leave it at lv 1. This is to knockdown monster for 3 sec. Definitely useful in pvping

Shield Fortress(5/5)
your party buff. works greats!

Well, I know that it's hard when you screwed up with your skill, but hey, no pain no gain!

So, uhm. another question! how 'bout EQUIPMENT?!
Well, before you're hitting lv 50, I suggest you using any type of equipment. just get some green and blue, here and there. When you're lvl 50, try to join Hard Dungeon Mode for cool blue equipments and Raids (PVP arena and Bapho raids) for epic equipment!.

ONE LAST QUESTION! I saw there's card slot in my character's screen. what does it do and what CARD should I put in those slot?
Well, basically those card slot are for used to boost your stats. at lv 1, you have 1, at lv10, you'll have 2 slot and so on.
Well, in my honest opinion, you should use whatever card that increase your str/agi/vit but at lvl 50 I suggest you go with Raider Snatcher Card x 5 (THIS IS FOR LVL 50)(it boost your vits +12 and other stats +6).

There you go folk! HOPEFULLY, this guide will help you in your journey to become the best or one of the best Knight in midgard! Till we meet again!

Ragnarok Online 2 Ranger Skills Guide


Hi guys, its me again, after playing CBT for was it 7 days? or 5? I liked to share my thoughts on the different skills available to rangers and what they would serve as you travel thru the world of RO2.

For those who are new to the community, I welcome you and for those freshies wondering who am i, here is an intro about me

Self Intro

I go by the ign Frisks, I am what people considered as nuts/hardcore players whom have pushed myself to the limit of testing the system and the game during CBT and achieved level 50. (No prize for us who achieved 50 though.. sadly)

I am from Guild Hyperion, one of the starting members of the guild

If i ain't grinding I am always keen to answer questions on Public channel or help out my guildies. So you can look me up in OBT perhaps ^^ (Though i may be a monk during OBT depends on guild needs)

*Note: I will include a SS of me later perhaps

Introduction: Ranger

Ranger as a class isn't uncommon through out the genre of MMORPG's(Massively Multiplayer Online Role Playing Game). However a few things that makes RO's (Ragnarok Online) ranger interesting is its build especially stats wise.

The stats system as many are familiar with isn't the usual add a point to stat and gain it, it's a system that allow u to allocate multiple stats points to achieve 1 additional bonus on that stats.

Before i continue, if u expect a high single DPS or a insane AoE, try other class ^^v

What does it mean?

It means you do not have the luxury of adding 1:1, you have to add 2:1, 3:1, 4:1 and it goes on higher as the bonus stats increase. A stats simulation can be found somewhere in the forum, will post it up later.

Rangers in RO also is not "Dexterity" dependent. You are however depended on 3 different stats which are as following:

Strength: Raw basic damage that affects your attack power. All skills of ranger/archer are based off attack power

Agility: Critical and Dodge rate. It affects your critical max damage and allows you to dodge some attacks which is life saving.

Vitality: Increase HP & HP Regen when not in combat. This allows you to be slightly more capable to survive the massive onslaught of mobs in dungeons when you gain aggro.

What does it takes to be a Ranger:

Level 25 archer.

Where to change Job?:

Prontera, Ranger Npc is located at the north-north-east corner of the map, Look for the "!" quest icon.

How do you distribute your stats?:

For me during CBT, my stats allocations were:

40 40 0 0 6. (Str Agi Int Wis Vit)

P.S: I think i covered the basics

To start off your trip, the system has pre-allocated 3 skills for you. They are: Arrow Impact, Charge Arrow, Ankle Snare.

Introduction of Skills

Arrow Impact

Causes at the enemy Physical Damage and slows his Movement Speed by 40% for 5s.

Level 1: 26% Physical Damage & 20s Cooldown
Level 2: 28% Physical Damage & 16s Cooldown
Level 3: 30% Physical Damage & 12s Cooldown
Level 4: 32% Physical Damage & 8s Cooldown
Level 5: 35% Physical Damage & 4s Cooldown

Cast Time : Instant - Cooldown : 20.00s

SP Cost : 2

Range : 20.00m

This skill is useful as the opening skills for archers, as it slows down the enemy and allows you more time to damage the enemy before it reaches you. As the skill does not scale the slow effect, and though as the skill level increase the cooldown reduces a lot it does not scale well overall for archers and the range where archers initiate a fight is roughly around 20m, it isn't really a main skill of rangers. During dungeons, you would have tanks in front soaking the damages, this skill is hardly used at all except for slowing down the spawns that is chasing after your team's healer. However as a PVP skill this is something that is more useful, with the 4s cooldown and instant cast you could eventually kite forever.

Recommended level: 1

Acrobatic

You jump back to Increase the gap between you and the enemy.

Level 1: 40s Cooldown
Level 2: 30s Cooldown
Level 3: 20s Cooldown

Cast Time : Instant - Cooldown : 40.00s

SP Cost : 0

This is your life saving mechanism, its used for disengaging a fight and it can easily get you out of void zones. It is a must have skill. It is useful in both PvP and PvE.

P.S I personally use if for wall jumps xD not sure if they will fix it had fun during CBT

Recommended level: 2-3

Multi Shot

Shots a cone of Arrows in front of you, within a range of 7m you hit up to 3 enemies and cause Physical Damage.

Level 1: 15% Physical Damage
Level 2: 17% Physical Damage
Level 3: 20% Physical Damage

Cast Time : Instant - Cooldown : 3.00s

SP Cost : 1

This skill is one of your early AOE skills, it does not do much damage and it only hits 3 monsters. However it is still useful during dungeons where you have to clear spawns. It may be faster for you to clear them one by one but if they are a weak bunch and you can sure give this a shot and lower their hp and pick them off.

Recommended level: 1

Charge Arrow

15 Focus Acquired. Causes Physical Damage.

Level 1: 33% Physical Damage
Level 2: 39% Physical Damage
Level 3: 45% Physical Damage

Cast Time : 1.60s - Cooldown : 0.90s

SP Cost : 1

Range : 20.00m

This is one of your bread and butter skills, its one that you will use almost everyday,every hour, the one you hate, the one you love. It takes a a hell of a long time to shoot but you still have to shoot it.

Recommended level: 1-3

Charge Arrow Mastery

Decreases the Cast Time of Charge Arrow.

Level 1: 0.2s Cast Reduction
Level 2: 0.4s Cast Reduction
Level 3: 0.6s Cast Reduction

Self explained.

Recommended level: 3

Double Strafing

30 Focus Required. Fires an Arrow which hits the enemy with Physical Damage.

Level 1: 34% Physical Damage
Level 2: 36% Physical Damage
Level 3: 38% Physical Damage
Level 4: 40% Physical Damage
Level 5: 43% Physical Damage

Cast Time : Instant - Cooldown : 0.90s

SP Cost : 1

Range : 20.00m

This skills works together with charged shot, its one of those extra damage output skills. It does its job pretty well.

Recommended level: 5

Owl's Eye

Fired 2 Charge Arrows in a Row Increases your Attack Damage for 10Sec.

Level 1: Physical Damage +3%
Level 2: Physical Damage +6%
Level 3] Physical Damage +9%

One of passive that makes your spamming of charged shot all worthwhile.

Recommended level: 3

Improve Concentration

Increases the Dexterity of All Party or Raidmembers for 30min.

Level 1: Dexterity +2%
Level 2: Dexterity +4%
Level 3: Dexterity +6%
Level 4: Dexterity +8%
Level 5: Dexterity +10%

Cast Time : Instant - Cooldown : 3.00s

SP Cost : 4

This is the only buff you have, it gives you a 10% dex boost, it may seem very little when you are low level and do not have equipment/cards but it does give u an extra edge in critcal and your team too.

Recommended level: 5

Ankle Snare

Places a Trap which holds the enemy in place for 10s, activates after 30s.

Level 1: 60s Cooldown
Level 2: 45s Cooldown
Level 3: 30s Cooldown

Cast Time : Instant - Cooldown : 60.00s

SP Cost : 1

This skill does good in PvE and PvP, keeps the enemy in place while you have a free damage at them. I maxed it during CBT, and found that i hardly use it in fights, except when i am killing leaders of the groups and i am soloing it.

For a PvP skill this is strong, trapping your enemies and acrobat away, shooting them while waiting for another trap makes it a good skill.

Recommended level: 1-3

Claymore Trap

Places an explosive trap which damages every enemy around it and sets them on fire. Burning enemies take for the duration of 10s every 2s. Activates after 30s.

Level 1: 8% Explosion Damage & 8% Burning Damage
Level 2: 9% Explosion Damage & 9% Burning Damage
Level 3: 10% Explosion Damage & 10% Burning Damage
Level 4: 11% Explosion Damage & 11% Burning Damage
Level 5: 12% Explosion Damage & 12% Burning Damage

Cast Time : Instant - Cooldown : 30.00s

SP Cost : 1

This is a pretty useless skill to me, I have never ever killed any mobs with this, neither do i find the damage very significant. Although it provides a DoT, the enemy has to step on it. As a ranger standing so far away, its only purpose that i can think of is to keep those minions that are summoned by the boss at bay.

Recommended level: 1

Freezing Trap

Places a trap which slows the enemy Movement Speed for 10s by 40%.

Level 1: 70s Cooldown
Level 2: 60s Cooldown
Level 3: 50s Cooldown
Level 4: 40s Cooldown
Level 5: 30s Cooldown

Cast Time : Instant - Cooldown : 70.00s

SP Cost : 1

Another trap that is not really useful for PvE solo play. During solo play there may be many aggressive mobs around you and you would not be able to kite them as freely as you like, slowing them requires them to step on it.

Although that being said it is useful in PvP, ankle snare -> acrobat -> arrow impact -> freezing trap is a good rotation for placing many free damage on your opponent.

Recommended level: 1

Falcon Eyes

Resets all cooldowns.

Level 1: 240s Cooldown
Level 2: 210s Cooldown
Level 3: 180s Cooldown
Level 4: 150s Cooldown
Level 5: 120s Cooldown

Cast Time : Instant - Cooldown : 240.00s

SP Cost : 4

As fancy as reset all cooldowns sound, i have never felt that it was as almighty as it sounds. It does it job of getting you of of sticky situation when you are in need of another acrobat or trap to get you away, but lets face it most of the skills or rangers have very little cooldowns especially the principal skills, however this skill does also reset windwalk which is a good attack speed booster in this game.

Recommended level: 1

Arrow Shower

Generates a Rain of Arrows which hit up to 10 enemies in the target Area. It is recommended to use this when you are facing 3 or more enemies.

Level 1: 35% Physical Damage
Level 2: 41% Physical Damage
Level 3: 47% Physical Damage

Cast Time : 1.50s - Cooldown : 0.00s

SP Cost : 3

Range : 15.00m

Your 2nd aoe skill, I maxed this skill during CBT and i found that the damage is really really slow, especially when the cast time is 1.5s and the damage dealt to a single monster can be easily outdone with a well placed concentrated attack. Which makes archer a very weak AoE damage dealer. However on a side note this skill is useful during PvP against rouge/assassins. It allows you to break their invisibility when u hit them.

Recommended level: 1.

Wind Walk

Increases for 30s your Movement and Attack Speed.

Level 1: Movement Speed +10% & Attack Speed +24%
Level 2: Movement Speed +20% & Attack Speed +48%
Level 3: Movement Speed +30% & Attack Speed +72%
Level 4: Movement Speed +40% & Attack Speed +96%
Level 5: Movement Speed +50% & Attack Speed +120%

Cast Time : Instant - Cooldown : 120.00s

SP Cost : 3

This is one of the best utility in the game i feel, it gives both movement speed and attack speed, which makes it pretty much useable for escape or for bursting. And correct me if i am wrong but it does affect the casting speed of your charged shot. So its a win-win.

Recommended level: 5

Main Ranger

Each Skills which Generate Focus have a chance that the next 2 Double Strafe wont consume any Focus.

Level 1: 3% Chance
Level 2: 6% Chance
Level 3: 9% Chance
Level 4: 12% Chance
Level 5: 15% Chance

This passive allows you to have 2 free double strafe which would increase your damage output as well as gaining attack speed if you have added the skill Fear Breeze

Recommended level: 3-5

Focused Arrow Strike

10 Focus Acquired. Hits the enemy with Physical Damage and weakens him. Weakened enemies take for 10s more Damage.

Level 1: 18% Physical Damage & 0.5% DOT
Level 2: 22% Physical Damage & 1% DOT
Level 3: 25% Physical Damage & 1.5% DOT

Cast Time : Instant - Cooldown : 10.00s

SP Cost : 4

Range : 20.00m

This skills as good as it sounds i didn't use it all during CBT. Though different build may find this useful.

Recommended level: 1

Poison Arrow

10 Focus Acquired. Shots Poisoned Arrows which hit the enemy with Physical Damage. Poisoned enemies take Damages over 30s every 2s.

Level 1: 17% Physical Damage & 14% DOT
Level 2: 19% Physical Damage & 16% DOT
Level 3: 21% Physical Damage & 18% DOT
Level 4: 23% Physical Damage & 19% DOT
Level 5: 25% Physical Damage & 21% DOT

Cast Time : Instant - Cooldown : 3.00s

SP Cost : 4

Range : 20.00m

Poison arrow is a really well suited skill for PvP, it allows you to deal constant damage even when you are kiting your opponent. I maxed this during CBT and i found that its is rather a good skill, i use it often to help keep up the damage when i am using the charged shot. I have doubts about the skill because the DoT's scale really well with your attack power but at the same time not being able to see the length of the DoT left on the boss is really bad.

Recommended level: 1-5

Fear Breeze

Every use of Double Strafe Increases your Attack Speed. Breeze can be stacked to a Maximum of 5 and lasts 30s. The effect will not be renewed if the Maximum of stacks is reached.

Level 1: Attack Speed +0.4%
Level 2: Attack Speed +0.8%
Level 3: Attack Speed +1.2%
Level 4: Attack Speed +1.6%
Level 5: Attack Speed +2%

If your build is highly depended on double strafe i would saying having this at max is the only way to go since it gives u a pretty constant attack speed buff. Although a sad thing is it caps at 5 stacks and you wouldn't be able to keep up that attack speed, so your attack speed would be on a curve, up and down.

Recommended level: 1-5

Arrow Vulcan

5 Breeze Stacks Required. Fires arrows at your enemy which deals Damage and cause the effect of Poison Arrow.

Level 1: 64% Physical Damage
Level 2: 71% Physical Damage
Level 3: 78% Physical Damage
Level 4: 86% Physical Damage
Level 5: 93% Physical Damage

Cast Time : Instant - Cooldown : 10.00s

SP Cost : 2

Range : 20.00m

This is one of the skill i love the most, it fires a barrage of arrows at the enemy and each of them has its chances of being a critical strike. It is a great way to spend your Fear Breeze since its instant cast, you can always cast it at the last 1-2 sec before the buff is gone to gain that extra damage. Also it scales really highly to your attack power, and reset your poison arrow as well. (Though you can't see it and I believe it has issues)

Recommended level: 1-5

Camouflage

Not useable in Combat. Hides you in your surroundings and the chance of being detected by Monsters is reduced by half. Decreases your Movement Speed. First attack out of Camouflage deals Double Damage.

Level 1: Movement Speed -40%
Level 2: Movement Speed -20%
Level 3: No Drawbacks

Cast Time : Instant - Cooldown : 3.00s

SP Cost : 3

This skill is great when sneaking around to get quest loot from the floor or just trying to evade attack, however a note is that it isnt a 100% chance. Aggro mobs do still have a 50% chance of detecting you thus you have to be care with this. It does however give u a great boost of extra 100% damage when u start a fight. Side note is that during PvP you can use it and it has the same effect. So be sure to use it before the fight starts!

Recommended level: 1-3

Camouflage Mastery

Increases your Movement Speed in Camouflage.

Level 1: Movement Speed +10%
Level 2: Movement Speed +20%
Level 3: Movement Speed +30%

I have found no use for this skill just because i don't tend to play the sneaky type and i found that i use Camouflage to initiate attacks. So there really isn't a point if having this skill since i do not use Falcon Assault

and having Camouflage at level 3 would have normal walking speed.

Recommended level: 0-3

Falcon Assault

Summons a falcon which attacks your target for the duration of 30s. The falcon hits your target every 2s with Physical damage of Blitz Beat.

Level 1: 20% Physical Damage
Level 2: 23% Physical Damage
Level 3: 25% Physical Damage
Level 4: 28% Physical Damage
Level 5: 30% Physical Damage

Cast Time : Instant - Cooldown : 120.00s

SP Cost : 3

Range : 20.00m

This is a skill that i do not use and i do not find useful at all. A duration of 30s would yield me 15 attacks at 30% damage each providing I maxed out on this. Not to mention the cooldown is 2 mins. Though i have to say having 2 damage output source is more likely to gain more damage done since its now 2 attacks at that moment during those every 2 seconds.

Recommended level: 0-5

This concludes the guide on ranger skills and ranger itself. It really wasn't a fully detailed guide i would say but, feel free to let me know if there are things to add to it below. Or changes that i should make. If you feel that you have any nice builds to share, i will gladly add it to this post.

Ragnarok Online 2 Sorcerer Guide


The Sorcerer

The sorceror is one of the most versatile classes to play, in such a way that your skill build varies to your playing style as well as what you'd like to bring forward in parties and raids.

Sorcs are one of the only two classes in the game people depend on for healing (the other obviously being the priest). What makes a sorceror's heals different from a priests is that it ffocuses more on Area of Effect and Heals over Time.

Sorcerors also provide other types of support in the forms of defense buffs, ressurecting other players, targetted heals (not as good as priests of course).

And of course hailing from the mage class, sorcerors also pack their own arsenal of spells to whittle down the enemy via combinations of spells, instant cast or double damage procs.

The Spellbook

The sorceror has 4 tress that can be followed namely: (1) Water, (2) Fire, (3) Wind/Lightning, aand (4) Earth. How you go about the skills depends on your heart. Captain Planet pun aside, I'll be giving some insight on all of the skills and suggestions to skill levels in this section.

Water:

Cold Bolt ●●●●●

Second fastest/strongest of the three bolts; it has a 40% slow debuf which is the same across all the levels. This is the bread and butter skill for all Ice-Lightning sorc builds because it triggers Wind Arms. Unless you're a full support Sorcerer, this skill should be at level 5.

Frost Driver ●●●●●

Your first disable. Freezes your target for 2/4/6 seconds and during that time all Lightning spells do double damage. ALL. Including your party's. The only thing bad about it: diminishing returns. Your next frost lasts half duration, and the third frost will miss. The diminishing returns is counted by the monster so if another mage freezes it it will be counted towards the 2 freeze rule.

This is your key to burst damaging anything that can be frozen, Frost Driver into Varetyr Spear and Jupitel Thunder usually does a ridiculous amount of damage. Great for taking out small adds, and absolutely necessary for disarming the Devil Bomb in Baphomet's Garden (Hard).

Water Arms ●●●●●

The popular approach to the Elemental Arms would be to ALWAYS have ONE on. Although there have been builds suggesting getting both Wind and Earth Arms so you can shift into heal or dps modes, that still attributes to the same approach.

Water arms has HP and SP regeneration. We don't care about that. That's what heals and Mana Potions are for. What's important about water arms is the -10% damage it provides. So you might be saying to yourself "Well, I'd rather be doing double damage lightning attacks" or "I need to have my heal up or I wont heal enough" or even better "I wont even be getting hit as much anyway, why bother.

The answer would be Water Arms. The question: Boss AoEs. There are boss skills that are designed to kill some unlikely souls outright. Stick around in the wrong places and you die. And if you find yourself in the awkward position of not being able to escape, then there's nothing left to do but drop a Deluge and brace yourself with Water Arms. Then go back to your regular arms after.

Summon Aqua ●●●●●

This is your automatic mobile Cold Bolt turret. Summons a water elemental that is immune to everything and doesn't go away until his time is up. It's pretty much an extension of the sorcerer as its damage is based on your stats; and not to mention it can even do critical hits. It will unleash 15 cold bolts over 30 seconds (one every two seconds) at whatever you targeted when casting this. He doesn't stop, he doesn't die, he doesn't need you to do anything, he'll chase your target down. And when the target is dead, he'll move on the the next closest one. Amazing skill for long term burst damage.

Healing Wave ●●○○○

Your basic point and click heal spell. Considerably Much weaker than the Priest's Heal. Only for full support. I personally do not advocate sorcerer doing point and click heals, since they do damage much better, and really, AoE heals from Deluge and Land of Recovery is what is expected. But if you want to go for a full support sorc, it's definitely possible.

For Hybrid builds, if you find yourself needing to choose between Healing Wave and Earth Arms. Just get Earth Arms. Since the 10% affects all of your heals. That and the difference between level 1 and level 5 Healing wave is right about 10% anyway.

Soul Cleansing ●●●○○

Removes status such as stun and freeze from my testing which can be useful. Example's would be Final Boss in Culvert Abyss stun and Blue Crab in Arena's Freeze. Only issue is that the number of status removed is actually spread across the AoE. So at level 2 if you target 4 frozen players (poor saps) only 2 are set free.

Not sure if it works on Silence etc.

Meditation ●●●●●

Ever since this skill was changed it's been pretty amazing. At level 1, it gives you 340% of your (Accuracy -95%) as critical. This skill truly shines later in the game when you're geared out with accuracy pumping equipment. Level 1 should suffice, but if you're looking to do a full Agi/Dex critical build, then feel free to take it to higher levels if you have the excess skill points.

Deluge ●●●●●

The sorcerer's "oh s**t" skill. This skill saves lives during raids and is absolutely necessary to have if you plan on going raiding. If you don't have it, don't expect people to be happy with you. What makes this better than the priest's sanctuary is the fact that it boosts the party's maximum HP as well, this can be a real blessing (pun intended) when you can anticipate bosses using their AoE's (learn to watch the raid icons, it warns you). Don't skip this skill, it's pretty high priority, get it at level 1 at the very least. But the higher the level the better.

Fire:

Firebolt ○○○○○

Cold Bolt is better.

Fireball Mastery ○○○○○

You are not going to use Fire Bolt.

Fire Arms ○○○○○

Wind Arms is better.

Fireball ○○○○○

This skill says 30% damage burn. That 30% isn't 30% of your MATK. It's 30% of the 56% you did with the skill initially. That's 72.8% damage. That's 8.8% more damage than what Jupitel does. If you think 5 skill points are worth 8.8% of damage while you could have just been using Cold Bolt at least 3 times (Which is more than 72.8%) while casting to set up a double damage Jupitel. Go ahead. But my professional advice: No.

"Animation what? Dual what? This is Ro2, double cast was a Ro1 skill". Check out The Necronomicon section when I post it.

Wind / Lightning :

Lightning Bolt ●●●●●

If you're looking for a "cheap" source of DPS so that you can spend your points into being a support sorcerer, look no further. This is as cheap and efficient as it gets. Don't be mistaken though, this skill spammed alone can't hope do deal more damage than the Ice-Lightning build of course. That and it's pretty mana intensive, so get ready to spam those Mana Potions.

Thunder Storm ○○○○○

No. Just. No.

Wind Arms ●●●●●●

Yes those are 6 ratings. This skill is amazing. Forget about how it makes you cast faster (actually no, don't forget it, it's awesome), 30% chance to do DOUBLE DAMAGE on your next TWO LIGHTNING ATTACKS after using Cold Bolt? Nothing says burst damage like double damage.

Best part is, it's not a de-buff on the monster that says "the next two lightning attacks done to this monster do double damage" it's a buff on you that says "the next two lightning attacks you do inflicts double damage". This is the cornerstone of all Ice-Lightning builds. This is the reason we spam Cold Bolt.

Jupitel Thunder ●●●●●


This is the skill that follows all Frost Drives and all Double Damage procs. 128% Damage? Yes please.

Don't use this skill unless you've got the Wind Arms proc or if the monster is Frozen. This is a good skill that has synergy with other good skills. Max it if you're doing DPS. There's really nothing to talk about here.

Jupitel Thunder Mastery ●●●○○


Same as Fireball Mastery 5%/10%/15% chance to get an instant cast buff for Jupitel Thunder after using Lightning COLD BOLT. Did I mention how cold bolt triggers wind arms? If you have the excess skill points to toss into here, go for it if you want more DPS. Low priority skill, but if you've got the points to toss in here go ahead.

Foresight ●●●●●

Rating of 5. But only for PvP/WoE. Otherwise it really doesn't have any use. Frost Drive -> Jupitel -> Varetyr -> Jupitel is about as burst damage as you can get. Most players will drop dead from it.

Until PvP/WoE becomes implemented and unless you're making a PvP build: leave this skill at 1.

Lord of Vermilion ●●●○○


Okay. So this skill is the much better Thunderstorm. It does as much damage as the Warrior's Brandish Storm, and Priest's Magnus Exorcismus. I personally don't like maxing it. simply because Sorcs can Nuke Adds/Mobs/Summons better than they can AoE them; I like to leave the mob clearing to Wizards and Warriors personally.

Biggest downfall of this skill? The AoE has you in the center. Normally you don't want to be standing in the center of the adds.

Varetyr Spear ●●●●●

NUKE. That's what this spell is. No requirements, you push the button and the spell flies out and does a ridiculous amount of damage. 30 second cooldown is nothing to worry about. If you're leveling up, you'll probably only use this once per monster anyway. Great generally killing anything. It also has a 3 second stun! In PvP Frost Drive->Varetyr+Jupitel pretty much spells the end for most opponents. 80% damage on demand is nothing to laugh at.

Earth

Earth Arms ●●●●●

Absolutely necessary if you're going to go for the healing route. +10% Heal goes into your LoR, your Deluge, your Healing Wave, your Rejuvenation. The heal over time (HoT) triggered by the critical only gets triggered by single target heals. This skill is kind of silly with stats since it depends on you landing a crit, as well as having high MATK. The HoT isn't based on the amount your healed (like Fireball's DoT) but based on your MATK so this is constant.

Soul Binding ●●●●●●

6 Stars. Level 3. No questions asked. 3 minutes is a lot shorter than 5 minutes. And in a raid, one of the most common reasons for wiping out is because resurrect hasn't cooled down yet.

Rejuvenation ●●●●●

If Healing Wave is to the Priest's Heal, then Rejuvenation is to the Priest's Highness Heal. This used to be worse, since there was this whole dance involved in casting this "instant" heal. But they've sped that up and it's speed is comparable to Healing Wave and the amount it heals makes up for any difference.

Earth Shield ●●●●●

I'd like to rate this lower. Because really this skill works on percentages. Meaning, it's better for tanks, but kinda whatever for people who aren't stacking up on defense. Unlike wind arms that gives you a solid 20% to your speed this skill is based on how much defense you have. But you know, people like their buffs, and every little bit counts, so get it at 5, otherwise you'll have to depend on another sorc to have it at 5.


Land of Recovery ●●●●●●

Another 6 rated skill. The Sorcerer's signature skill. This is the skill that makes Sorcerers an auto include in any raid. The Land of Recovery can ALWAYS be on the floor since the duration lasts 10 seconds and the cooldown takes 10 seconds but somehow you can overlap your current and next casts to keep it going. Pro tip: ALWAYS keep Land of Recovery down. ALWAYS. Regularly you'll want to keep it on yourself, and regularly the RDPS and healers would be standing near you benefitting from this. On other occasions though the LoR's are dropped on the tanks, particularly for bosses without much AoE skills.

Core skills(25 skill points remaining) :

Level 3 Frost Driver
Level 1 Deluge

Level 3 Soul Binding
Level 5 Earth Shield
Level 5 Land of Recovery

Regularly I'd like to advocate the use of level 5 Deluge, but if you feel like a lower level is good enough, that's your call. As for Frost Driver, this skill truly shines later on in Hard Raids when you have certain mobs. Normal raids don't really call for Frost Driver so much, save for Baphomet's Horong, but that takes too long to kill to make Frost Driver relevant anyway.

Next you'll have to decide if you're going for DPS or Support:

Support Skills (1 skill point remaining):

Level 3 Frost Driver
Level 5 Healing Wave
Level 5 Meditation
Level 5 Deluge

Level 5 Lightning Bolt

Level 5 Earth Arms
Level 3 Soul Binding
Level 5 Rejuvenation
Level 5 Earth Shield
Level 5 Land of Recovery

DPS Build (4 skill points remaining):

Level 5 Cold Bolt
Level 3 Frost Driver
Level 1 Deluge


Level 5 Wind Arms
Level 3 Jupitel Thunder
Level 5 Varetyr Spear

Level 3 Soul Binding
Level 5 Earth Shield
Level 5 Land of Recovery

You may distribute the 4 remaining skill points as you desire between Deluge, Summon Aqua, Jupitel Thunder Mastery, or Lord of Vermilion.

And then of course there's the choice to be a Hybrid

Hybrid Build (8 skill points remaining):

Level 3 Frost Driver
Level 5 Healing Wave
Level 1 Deluge


Level 5 Wind Arms
Level 3 Jupitel Thunder

Level 3 Soul Binding
Level 5 Earth Shield
Level 5 Land of Recovery

The 8 remaining points may be distributed as you like among Summon Aqua, Deluge, Jupitel Thunder Mastery, or Rejuvenation.

In the end, it's really a huge mix and match of what you feel would be the better skill to play with. Summon Aqua is hands off, you drop it, and it does its job. Lightning Bolt is flexible and inexpensive, having no cast or cooldown, you won't find yourself stuck in the middle of a cast wishing you were dropping Deluge instead. JTM really is just reaching for more DPS, that's my last choice personally. Meditation only really shines later in the game when you've geared out with accuracy boosting items.

Stat build:
Int - 48/50
Agi/Vit - Remaining points.


Starting off, you want to have some Vit, around 25-40 should do, for the most part it's because you don't have any gear that boosts your health. And a dead sorc is a useless sorc.

Also, you need to have int more than you need Agi. Simply because your critical rate is pitiful to begin with anyway and you simply do more damage with more int, raw power wins out in this one.

HOWEVER! End game, when you're all decked out in the best gear, you want to have maximum Agi and the rest will go into Int. Simply because your gear will already give you truckloads of Int and you'll have enough HP to survive most things anyway.

The safest way you can go is to put 25 Int asap, then decide whether or not you want to force yourself to do a skill reset later on. You can hope to later just pick up Scratch Raider Cards so you dont need to put vit in, but trust me for those first few Raids you want the HP. Agi really wont help you out too much early in the game.

Another build, for those of you who want results asap, is to bring your Int all the way to 40-50. With your Int at 40 you can still raise Agi all the way to 40 as well, while not squeezing the juice out of your sorc completely, it keeps you from running around as a 25/50/5 (Int/Agi/Vit) sorc without the proper gear.

Cards:
Poisoner (DPS)
Scratch Raider (Fresh 50, or if you go for the support/vit build).

How to play your Sorcerer:

Rule Number 1: Always. Always. Always. Use Land of Recovery.
Rule Number 2: Don't forget you can heal. Even a level 1 Healing Wave and Rejuvenation can keep your Tank from dying while the healers are preoccupied.
Rule Number 3: Know who to resurrect. Priorities are Tanks and Healers (for chain resurrections).
Addendum to Rule Number 3: Be careful not to resurrect at the same time as others, communication is key in any party/raid.
Rule Number 4: Always drop Summon Aqua unless otherwise told not to DPS.

Otherwise, proceed to annihilate your opponents with your attack skills.

Skill Rotations and Combos:

Skill Combo 1: Foresight > FD > JT > VS > JT
Skill Combo 2: FD > JT > VS
Skill Combo 3: FD > JT > LB > LB, FD > VS

Use rotations when combos aren't available.

Skill Rotation 1: Spam Lightning Bolt.
Skill Rotation 2: Spam Cold Bolt. When Wind Arms triggers, use Varetyr if available, otherwise use Jupitel. Use Cold Bolt when Jupitel is on Cooldown.

Ragnarok Online 2 Priest Hybrid Build Guide


 

OFFENSIVE

This just mean tat ur priest would not be a priest but a dps priest,but thinking back,if u would want a dps,y would u want to go for priest,cause from the start priest are meant to be the supporter or main healer in team.Must as well be a monk correct?

SUPPORT

Yea this was what priest were meant to do,they just buff and heal,buff and heal,buff and heal all the way.
So how do you train ?when u could only buff and heal,with just a few dmging skills?

HYBRID

YEAH THIS WILL BE WHAT WE WILL BE TALKING ABOUT FROM NOW ON!
Hybrid priest,to me will be what i call OFFENSIVE & SUPPORT .

Stats Build:

STR
-Its defintely out of the list for Priest,cause ur main focus will be MATK=INT.

AGI
-Alot of people are discussing about this whether to add or not to add,i have not really try out this build yet.people are saying that by adding this ,it will bring up ur heal to critcal heal,i may try this out in future,so i can't really say much about this.

INT
-INT THIS IS WHAT YOU GUYS DEFINTELY MUST ADD IF YOU GUYS WANT TO PLAY A PRIEST no matter SUPPORT,OFFENSIVE or even HYBRIDS.INT = MATK, MATK = INT.

WIS
-This is quite useless to me,i would rather have more MATK or more HP than to have more MP.

VIT
-This is what that brings up your HP,it's probably a must add.

1.The CRITICAL MATK Priest stats build:(If the critical heals haven been proven,if not this build will be out of the list)

Add you VIT to 10 and thats enough.
Add all the points to INT.
Add point into AGI
Everytime ur INT must be 2 times higher then ur AGI.

2.The HIGH HP & MATK PRIEST stats build:

Just Purely add INT & VIT.
BUT BEAR IN MIND EVERYTIME UR INT is 20,UR VIT CAN BE 5 or 8 ,JUST DUN LET YOUR VIT HIT OVER YOUR INT.

3.THE PURE MATK PRIEST stats build:

Needless to say ,you just blindly add all your points into INT.

FINALLY SKILL BUILDS!!!!

HYBRID BUILD.
THIS IS THE LINK!!

IF you guys are wondering why my attack skills max are only Lex Divinia and Magnus Exorcismus.
Lex Divinia, when max ,when you kill a mob with this skill it auto grants you 3 holywater,which will save time to use Aqua Benedicta,and when Aqua Benedicta is in cool down and there is no holy water,Lex Divinia may save u from it.
Magnus Exorcismus,needless to say HIGH DMG,AOE,CD INSTANT,WITH ASPERIO ADD DPS.AWESOME OR WHAT?

HAHA !!!
Guys i'm done with what i'm suppose to help u guys with,if there is anything u would want to ask,u could post below,if there's anything wrong about this post,u could also post below

Ragnarok Online 2 Getting Holy Water Guide


Since many people asked about Holy Water(HW), i make a small guide to show you how to get it.

Not like ROI, you don't need Empty Bottle to get HW. You can get it by simply casting a skill called Aqua Benedicta which is under Resurrection skill



It recovers 15% of your MP and let you have 3 HW



After casting Aqua Benedicta, there's a bar appear above your hotkey, that show you how many HW left



HW is required for Aspersio and Lex Divina lv3

Ragnarok Online 2 : Monk Tanker and Damager Builds Guide


If you see monk they either have very strong body and also very fast attack combo. If you want to be a monk you must ready to be either damage taker or damage dealer. Even monk use clothes as their armor, monk has very great defend skills. Monk usually role as tanker when MVP, Monk also could be super high damage dealer (in short time / every 60/120 second) with a skill combination. You will get skill reset when class change from acolyte to monk.

There are two type of monk Tanker and Damager

LotS Monk Tanker Skill and Stat Build

1 VIT and 1 AGI


Pro:
Very high defend from skills

Con:
Very low damage and need high concentration when fighting boss in dungeon


LotS Monk Damager Skill and Stat Build

Full STR and the rest for AGI/VIT (I recommend AGI as your stats)



Pro:
Very high attack and wonderful combo

Con:
You need to wait every 60 second for guillotine fist

Skill rotation:
Sphere Combo: Throw Spirit Sphere > Lightning Walk > Quadruple Palm > Grand Collapse
Ki Explosion (Need three sphere)
Guillotine Fist (Need Ki Explosion State)
Summon Spirit Sphere > Guillotine Fist
Iron Mountain Attack